3e/4e hybrid?

Post/Author/DateTimePost
#1

saul_durian

Jun 28, 2008 22:11:43
I posted this in the general discussion, and it got moved to the megathread, my bad should have posted it here.


Well I have tested both playing and DM'ing 4e. And while I do like alot of it, there is alot I dont. not really gonna go into to it, and not trying to sway anybody.

So, what myself and my group has decided to go with is a strange hybrid bastard child of the two systems.

Stuck with the xp from 3e, as it is easier to continue past level 30 (if we ever wanted to go that high), but went with 4e character advancement except for the tiers as we are still working on that. (and something called RPs but that's our own little invention)

kept the retraining from 4e, thats a great idea.

converted dragon born and eladrin to 3e

[HTML]Dragon born
Born to fight, dragonborn are a race of wandering
mercenaries, soldiers, and adventurers. Long ago, their
empire contended for worldwide dominion, but now
only a few rootless clans of these honorable warriors
remain to pass on their legends of ancient glory.

Average Height: 6´ 2˝–6´ 8˝
Average Weight: 220–320 lb.
Ability Scores: +2 Strength, +2 Charisma, -2 Dexterity
Size: Medium
Speed: 6 squares
Vision: low light vision
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When you’re bloodied, you gain a +1
racial bonus to attack rolls.
Energy resistance: when making your character, decide which type of dragon your dragon born is descended from. Your dragon born gains energy resistance 5 to that dragon’s breath weapon type. This resistance increases to 10 at level 10, to 20 at level 15 and immunity at level 20
Breath weapon: a dragon born gains a breath weapon of the same type of energy they have a resistance to. The dragon born’s breath weapon deals 1d6 damage at first level, the damage increase to 2d6 at fifth level and an additional 1d6 every 5 levels thereafter. The breath weapon is fired in a 15 foot cone at first level and increases to a 30 foot cone at tenth level. Subjects caught in the breath weapons area are allowed a reflex save for half damage. The DC for the save is 10 + the dragons born’s con modifier. The dragon born’s breath weapon is used a free action and has recharge (5,6)
Level adjustment: +1
Middle aged Old Venerable Maximum age
150 years 207 years 300 years +3d100 years


ELADRIN
Creatures of magic with strong ties to nature, eladrin
live in cities in the twilight realm of the Feywild. Their
cities lie close enough to the world that they sometimes
cross over, appearing briefly in mountain valleys or
deep forest glades before fading back into the Feywild.

Average Height: 5´ 5˝–6´ 1˝
Average Weight: 130–180 lb.
Ability Scores: +2 Dexterity, +2 Intelligence, -2 Con
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: you gain the skill focus feat at first level.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will saves. In addition, you gain a +5 racial bonus to saving throws against charm effects, and are immune to sleep effects
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking an 8-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step: an Eladrin can teleport up to 30 feet as a free action. This power has a recharge (4,5,6) and the Eladrin must be have line of sight to where they are teleporting too.


Middle aged Old Venerable Maximum age
300 years 550 years 800 years +5d100 years
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Did a lot of the combining of the skills into things like athletics, but left the craft and profession skills. Along with some other house rules we have had for awhile with skills.

brought over the critical fumble rule variant from 4e

brought over combat advantage and changed a few of the class abilities that rely on it.

[HTML]Sneak attacks
Sneak attack can be used whenever a character with the sneak attack class ability receives combat advantage and cannot be used with ranged attacks.


Sudden strike
Sudden strike can be used against flat footed targets and any time the character with sudden strike acts first in a round.

Skirmish
Skirmish can only be applied to ranged weapons. Skirmish applies whenever the character with the skirmish class ability receives combat advantage, and during the surprise round. No longer a range limit for skirmish.

[/HTML]



now using the diagonal movement from 4e

change falling damage to d10s

added the action point rules

added second wind and healing surges (they work slightly different)

opened up rituals for all classes

classified radiant and necrotic as new energy types.



liked the adding con score at first level ( we also use mana and the mana rule we use was altered this way)



The big one

we have altered levels assigned requirements and stuff and made many of the new class powers usable by the classes, as feats


there were some other things, like I love all the magic item stuff and astral diamonds, but most not that big.


So I have almost every 3e book and I will continue to buy the 4e stuff as i like it and in time may totally switch over to 4e. but probably not. We have stolen from basically every game system thats come out and have had a bastard house game for many years now.

I'm not really looking for a 4e/3e fight. But comments, suggestions, or even questions

Thanks a bunch brothers and sisters

All Hail Thoon!